57 lines
1.4 KiB
C++
57 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BlueprintActionFilter.h"
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#include "K2Node_CallFunction.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "K2Node_EditorPropertyAccess.generated.h"
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class FBlueprintActionDatabaseRegistrar;
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class UEdGraph;
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class UObject;
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UCLASS(Abstract)
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class UK2Node_EditorPropertyAccessBase : public UK2Node_CallFunction
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{
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GENERATED_BODY()
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public:
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//~ Begin UEdGraphNode Interface.
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virtual void AllocateDefaultPins() override;
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//~ End UEdGraphNode Interface.
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//~ Begin UK2Node Interface
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
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virtual bool IsActionFilteredOut(const class FBlueprintActionFilter& Filter) override;
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virtual void EarlyValidation(class FCompilerResultsLog& MessageLog) const override;
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//~ End UK2Node Interface
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protected:
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//~ Begin UK2Node_CallFunction interface
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virtual bool CanToggleNodePurity() const override { return false; }
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//~ End UK2Node_CallFunction interface
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};
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UCLASS()
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class UK2Node_GetEditorProperty : public UK2Node_EditorPropertyAccessBase
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{
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GENERATED_BODY()
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public:
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UK2Node_GetEditorProperty();
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};
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UCLASS()
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class UK2Node_SetEditorProperty : public UK2Node_EditorPropertyAccessBase
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{
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GENERATED_BODY()
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public:
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UK2Node_SetEditorProperty();
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};
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